Generated on MODELBEAST flux_local, on-device, $0.00. Lane D's pipeline used
unchanged; **D owns these — ratify, retune or bin them.**
Why A did D's job: the six-biome tint contact sheet could only judge 3 of 6
biomes for real (oral/large_intestine/appendix had no pack and fell back to
procedural), and you cannot ratify a tint against a stand-in. All six are now
textured — the set ART_BIBLE §Biome palettes promises.
- wall_oral_a/b, wall_colon_a/b + normals. Seams 6.35/9.30/14.06/6.37 -> 1.01/
1.08/0.74/1.36 (D's "indistinguishable" band; the shipped pack's weakest is
2.39). Means normalised to ~0.50 by D's derive_maps, untouched.
- appendix wears the colon pack at its own gold tint (TEXTURE_SHARE in
world/index.js) — anatomically it IS colon tissue, and it's ART_BIBLE's
"one texture, two biomes" law for zero bytes. Distinct from the temporary
slug map; keep it when that dies.
- oral_a took three subjects. v1 named an ORGAN ("tongue") and FLUX drew the
organ's silhouette — D's "one urchin of villi" in a field's clothing. v2 named
the tissue but papillae are 3D projections, so perspective gave it a vanishing
point that tiles into starbursts. v3 asks for squamous cell pavement: flat by
construction. Rule for the kit: prompt the SURFACE, not the FEATURE.
Evidence: docs/shots/laneA/round2_oral_prompt_evolution.png
PROVENANCE DEFECT FOUND AND FIXED (-> Lane D):
batch_textures.json recorded, for 4 of 6 walls, the prompt from the framing
experiment D tried and rejected — not the prompt that made the shipped pack.
record() only runs on generation, so reverting a prompt while keeping its image
(exactly what D correctly did: "four winners kept untouched rather than churned")
drifts the record silently. Proved by regenerating esophagus_a at seed 1101 under
both prompts: the code's prompt reproduces the shipped wall, the recorded one
gives the bland wood-grain D described rejecting. Evidence:
docs/shots/laneA/round2_provenance_probe.png. Records re-pointed at the code's
prompt (images untouched — they were never wrong).
New: gen_textures.py --verify-provenance + qa.sh gate 5b, so it cannot rot again.
qa GREEN incl. the new gate; 11/11 provenance verified; all six biomes eyeballed
in engine (docs/shots/laneA/round2_tint_*.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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|---|---|---|
| .claude | ||
| docs | ||
| pipeline | ||
| tools | ||
| web | ||
| .gitignore | ||
| README.md | ||
GUTS — a fantastic voyage through the alimentary canal
Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.
- Design: docs/GDD.md · Look: docs/ART_BIBLE.md
- Architecture + contracts: docs/TECH.md
- Asset generation: docs/PIPELINE.md
- How we work (lanes/rounds): docs/PROCESS.md — read this first if you are a lane
- Current round: docs/LANES/ROUND1_INSTRUCTIONS.md
Run it
cd web && python3 -m http.server 8140
# http://localhost:8140 — the game
# http://localhost:8140/?stub=1&dbg=1 — stub world + debug HUD (works from day 0)
No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/
(never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.
The one-paragraph tech pitch
The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal,
angle and radius in the cross-section. Tube walls are chunked extrusions along
parallel-transport frames; peristalsis and breathing are vertex-shader displacement
(cheap, squishy, everywhere); collision is an analytic radius test (no physics engine).
Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic
scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail
textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is
optional at runtime — the game boots and plays asset-free with procedural fallbacks.
Hard laws (all lanes)
- Determinism. No
Math.randomoutsidejs/core/rng.js. Seeded RNG only. qa.sh greps. - Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
- Eyeball everything. Visual work isn't done until a screenshot is in
docs/shots/laneX/. - Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via
window.DBG. - Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
- Git: stage only your exact paths, commit + push each session, never
git add ..
Deploy
Target: partly.party (static). Not wired yet — when it's time, consult the deploy-map skill
and run ship-check first. Origin: ssh://git@100.71.119.27:222/monster/guts.git.